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Re: Mega Champion Guide Supplement

What about the Atlantis Gambit active that slows an enemy and marks them so next ally to damage it gets healed.
what do you think about Medusas Mask active? should someone get this item? is it really helpful?
I bought the Abin sur Lantern mod that stack at every 45 sec, but is that one better than the 2 stacks per kill/assist?

Re: Mega Champion Guide Supplement

Aquaman

Aquaman is the squishiest and probably burstiest Power Damage bruiser, and one potentially capable of using both Claymore and Energy Lance actives. The sustain on Rising Tide is fairly weak, but the damage is not. While E appears to be disabled for the second cast if you do not have enough Will, it is still possible to cast and is free. Power Damage Aquaman will generally try to use Wrath for damage, Attack Damage typically prefers Surge for Damage and Capsize for the displacement. Aquaman's natural numbers and minor sustain make him fairly forgiving to use with a couple of defensive items, though more defensive itemisation and he will feel quite impotent.

Atrocitus

Red Lantern's Rage countering over half an enemy's autoattacks and flat damage reduction give Atrocitus a very strong early game, later on he relies on his ultimate to amplify team damage output to be very impactful in fights. His Power Damage ratios are truly terrible though, it's definitely not worth building dedicated Power Damage (rather than, say, Cooldown) on him - if for whatever reason you need Atrocitus to do damage an Attack Damage build is more effective. Crimson Slash, whether Enraged or not, will not trigger on-hit effects such as Skilled Attack, this will be changed in a future update.

Batman

Batman claims one of the top duellist titles for a couple of reasons. The combination of defensive bonuses and the offensive boost from the Dark Knight is strong, but stronger still against Attack damage champions is the debuff on Cape Sweep, which devastates enemy autoattackers. Martial Arts is able to chase enemy mobility skills if correctly timed, otherwise it should be used after enemy escapes to catch back up to them. It is often more convenient to trigger a Batarang with an autoattack than Martial Arts, as the slow is another way to chase more effectively.

Gaslight Batman

Sonic Batarang is your most damaging skill building either Attack or Power damage, though of course Bat Scream has the most burst. Try to have it bounce where possible. You will generally want to rank Echoes second. Advanced Gasbat play to get the most damage out of his skills and autoattacks mostly revolves around proper use of this skill. Sonic Batarang will prioritise Echoes targets, so if you land it and it bounces you should get 3+ Reverb Stacks (and do plenty of damage besides). Use W to scout ahead occasionally or apply Echoes at a safe distance, and don't be afraid to drop the ult very early in a fight. If you can't get the Echoes to boost it, that is unfortunate, but you'll probably have many other things to do once you get in auto range so don't worry about that.

Nightmare Batman

A close-quarters damage champion, the base damage on Bat Swarm is very high and the stealth allows you to initiate trades with it quite easily, often forcing people to back off or take the substantial damage over time. The move speed boost on Savagery is also substantial, try to use it when already in melee if possible. Atlantis Gambit is good to give Nightmare Batman the lifesteal he no longer has naturally, and the slow works well with his kit. Don't be afraid to use the ultimate to peel or interrupt , but of course it is preferable to lock someone down in the Bat Swarm.

Blue Beetle

A steroid-less Marksman means that Blue Beetle loses duels with other marksmen (though he can trade with Stick and Move, especially if he lands his Energy Cannon) - if he wants to try lategame without a major credit lead the main skill to let him come even with enemy steroids is the damage reduction on Hypersonics. Stick and Move has the highest damage increase per rank to a single target of his skills, but often he will prefer to rank Energy Cannon for area of effect damage. The short cooldown and reliable damage of Stick and Move allows him to effectively punish bruisers and many assassins, especially if he has Traps to help. Blue Beetle has quick autoattacks, and definitely finds it important to move in between autoattacks. Note that you can usually get in two Lethal Measures to one Stick and Move if you are trying to chase someone most effectively.

Catwoman

When you all in as Catwoman, do it properly and use all your skills for damage, remembering to get in autoattacks. Catwoman is the queen of delivering on-hit effects, so Slayer from Deathstroke's Claymore works very well. Intensity is good too, and will take effect on hits from Cat's Paw as well. If you can get someone in auto range, they will find it very hard to escape as you keep up with Acrobat and Cat's Paw and keep delivering autoattacks. What's more, autoattacks (barring Intensity) are free. Without a proper all-in you will have serious trouble with enemy ranged champions who are not overly skillshot reliant, particularly marksmen. Neither the credit generation nor the cooldown refresh on Cat Burglar should be underestimated, though it is still generally better to rank Whip Strike first to reduce the cooldown.

Gaslight Catwoman

Despite nerfs to Gaslight Catwoman played as a high-mobility and slightly evasive melee autoattacking carry, this is still her most damaging playstyle against bruisers and enforcers which she cannot usually burst. If Sharpened Claws is ranked late, Gaslight Catwoman is likely to have some will issues, but Deadshot's Visor's properties synergise very well with her kit if she wishes to build that. Remember that you can pick up free assists by revealing an enemy with Blood Hunt, and try to weave in Shred between autoattacks as soon as a target gets below 50% health.

Re: Mega Champion Guide Supplement

yur Atroc is pretty good, but if U want to trully rxplain him..

You should NEVER be building PD for dmg..Atroc is all tank..Armor and HP ARE his bread and butter..

HIS passive is his best skill, and lvling it first is KEY to getting kills and assist..I personally lvl Q next...ALSO saving RAGE. for. W is key aswell...In team fights, enraged W, into enraged Q is a nice buncha AOE dmg eith a slow...usin enraged E FOR anything besides locking someone doen, for your adc to kill...is wrong..

OPENING team fights with yur ULT, the hittin enraged W, then enraged Q.....should ensure the tamfight win..as it slows everyone and adds the dmg buff, so clean up is easy...

Also note...Using W can save yur life..the smidge of flat dmg reduc, can mean the difference between living by a sliver, and death..

Also if yur being ignored during a fight, but are enraged, and surrounded by minions...pop that W..the minions will set off yur passive continually and youll become a real threat..

and OMG are they actually gonna buff his E Vol?...pfft. with the 1% hp to his passive Im alrdy gonna be doin bad things..seriously went 25/4/32 on GH today..buffs to Atroc are like puttin crack in my pipe lol

Re: Mega Champion Guide Supplement

You're welcome to the credit for your own explanation, it's certainly true that Enraged W is the most damaging skill, it's also worth noting that Enraged Q has nothing over Q unless it can hit multiple targets. That said, there are generally limits to how tanky I will build someone, determined by how much damage enemies are doing, how much focus I'm getting and how tanky the rest of my team are. Atrocitus will deal good early/mid game damage with a defensive build supplemented by Power Penetration and Power Armour Reduction, but his base numbers are not good enough to persist into lategame. I don't recall a buff to the E sorry, I said the Q will apply onhits sometime in the future, not the E.

Anyway, we proceed.

Cyborg

With standard itemisation Cyborg will outduel a decent selection of assassins and enforcers, plus a few power bruisers in close quarters, so definitely don't be afraid to defend yourself. Fear leads to free hits by the enemy, which lead to lost fights. In a teamfight it's worthwhile being more careful due to the incredible power of your Plasma Cannon enhanced autoattacks, but again realise that if you have lifesteal the effect Plasma Cannon has on this will allow you to take a remarkable amount of punishment. You don't have an escape, but you compensate for this by being one of the bulkiest ranged champions. If you don't have to land your Q to trade, it's often better to save it in case they engage on you, at which point you can QWE and then kite or just kill the enemy. Against marksmen it will often be easier to land it while already trading autos, especially if you can make the enemy lose an auto by dodging an imagined Q.

Doomsday

Your numbers are overwhelming, and you can wallslam people from anywhere on the map with an RE, except for at the orbital cannon. Charge is the main aspect of Doomsday's kit. Remember you can charge enemies into Mecha Superman Fissues, and that ranking Charge gives you a lot of base damage, improved cooldown and improved knockdown on success. Try not to save enemies with Charge unless you can execute them with that skill or a follow-up autoattack. Use Q judiciously. It's useful to charge up the ultimate between fights (try to always have it charged) and will put out some area-effect damage during a fight (though W is actually better for this). The Rage mode Q actually grants decent CC, so is worth using. Normal Q is bad to use if it will interrupt your autoattack, so make sure this does not happen. Remember you can save the third Q to use for CC, having used the others prior to a fight. The ultimate has a lot of power and will last for a while if you are autoattacking, so use it early in a fight to take advantage of the reflection and resilience.

Flash

A very large part of your damage is in your ultimate, only cancel it when you are sure you want to. You may wish to itemise some will because you will drain it fast, but you need a Starheart fast for damage. You are in effect a very mobile blaster - engage, do your damage, ultimate or leave, having distracted enemy focus. Try to compensate for your weak early game with ganks of various kinds, but remember you're not that weak early - as a melee, you have the advantageous base stats of any melee champion, and as Flash it is easy for you to close to a melee ranged fight with frailer ranged champions.

Green Arrow

Thermite is relatively useless as Ballistic is the best dps stance, especially as Ballistic Bullseye has the good AoE damage to champions. Pretty much any skill order will work, Green Arrow is remarkably good at straight-up fights, especially if you can weave an uncharged Bullseye into your autoattacks. Of all marksmen you have the escape which covers the least distance (and has the second shortest cooldown), but it has advantages when engaging, and you will often want to use it aggressively against exposed blasters.

Green Lantern

Straightforward blaster who bursts targets midgame and carries with high and accurate dps lategame. One trick is that Missile Barrage will start cooling down as soon as the first missile is fired, so with rank 2+ missile and some cooldown reduction you can save the other two and dump them along with a new missile barrage for five missiles at once. (Remember that Missile Barrage stacks cap at three, though, so Slam accordingly.) Green Lantern's Will scaling kicks in very late game (he needs to rank at least his QWE, if not his R, for cooldown-related reasons), but Will is still useful on him before high ranks of Indomitable Will because he is extremely will hungry once he gets his cooldown reduction. Remember Missiles will detonate at max range and travel quickly, making them good poke in many circumstances and enabling you to punish the enemy with a WQ as soon as they come close. Do not suffer yourself to be cowardly.

Arcane Green Lantern

Like the other actively healing controllers, Arcane Green Lantern is a great counter to enemies who build very little damage and focus on being tanky and reflecting damage. You need to decide early on whether you want to put early ranks in E for better damage or Q for reduced will consumption and better lockdown. Early ranks in Q are weak because of the long cooldown, but they pay off when you take it to rank 4. It's also useful to rank Shackles early, at rank 1 it is very weak, but becomes usable at 2-3. Remember that you are one of the most mobile champions in the game, use this to move to your allies and avoid exposing yourself to excessive damage. Finally, heal yourself with the Emerald Light!

Atomic Green Lantern

A deadly counter to melees who can often initiate from a relatively safe distance, Atomic Green Lantern works well with a mix of health and power damage. He also scales very well off Cooldown Reduction - this will even reduce the Trigger cooldown on his passive. Notably it brings down the cooldowns on Q and W, allowing him to trade more often (with the Q) and put down more damage/radiation in a fight (with the W). His kit manages, one way or another, to outscale every other power bruiser - you should be able to 1v1 every melee power damage champion except Wonder Woman, and most of the attack damage ones - later on in the game so long as you do not run out of will. You are outscaled by the blasters though as long as they have courage, to win fights against ranged champs you generally want to both all-in and to be dodging skills at melee range if you can. You can melee kite melee champions by just rotating through the Q-E-auto-W combo, which is very strong in 1v1s. Atomic Green Lantern is also a good candidate for any aura other than Atlantis Gambit. You will want to itemise for some will on him so your contribution to a teamfight is not just an ultimate and 1-2 rotations, otherwise building cooldown will also mostly be wasted. Finally, try not to let the ult bounce to a drone unless your enemies will still all be around it.

Harley Quinn

Harley Quinn is terrible for melees to duel because of her evasiveness and knockback, and can also use the easy targeting on pies to trade well with blasters, but her base numbers for AD and AS put her at a significant disadvantage engaging with Marksmen, she needs to use the high base damage on pies and her mobility to use brief trades and/or land unanswered autos before committing. Do not build too much will on her, and you shouldn't build too tanky either, she is not Arcane Green Lantern and does not have enough CC or will-scaling numbers to make her useful with such an approach. Instead she needs to make use of her range. Less said about Power Damage the better. Particularly egregious are moderately squishy HQs with lots of will, careful teams will not waste time chasing you and you will accomplish little.

Re: Mega Champion Guide Supplement

The Joker

Joker's kit works well for kiting and being evasive, so to succeed he generally wants to play very aggressive (though to the side of the action) so he can threaten the backline at short notice, defend himself against a few potential incoming enemies and punish focus by kiting back. Psi Scimitar is very useful against evasive foes. Marksmen are typically difficult opponents in single combat, but Joker is quite effective in teamfights thanks to AoE and frequent application of his passive to refresh cooldowns. As for all blasters, an early Starheart is key.

Gaslight Joker

Rank W first, your passive is very weak because of the cooldown - you won't have time to spend multiples of 10 seconds collecting coins unless you have an allied Catwoman generating them. Remember you may soon not gain Move Speed when you activate E (it is currently a 10% increase at all ranks), and be prepared to kite enemy melees in between uses of Q and W. Gaslight Joker has decent Power Damage scaling if you want offense, for more bulk the flat penetration/reduction items are good choices. Don't lead the ham too far - it has a respectable area of effect.

Poison Ivy

Poison Ivy has possibly the weakest early game of all champions, compensated for by a terrifying lategame once she gets her cooldowns in order and itemises enough will not to run out in a couple of rotations. Try to know how much you can take on at each stage of the game and not bite off more than you can chew. She has quite a few flexible build options, most of them heavy on will. As for other controllers, when modding Eye of Ekron the +200 Will is generally preferable to Will Force 2.

Atomic Poison Ivy

A tank with fantastic ranged trading with anyone she encounters in the jungle, remember not to lead with E unless necessary as it will neither damage nor apply Toxic Growth (which is only applied on a damaging skill which is not Toxic Growth-enhanced). Indeed, it will most likely miss. Make sure you are maximising your dps during teamfights while not focussed, with autoattacks and Q. You can afford to go a bit heavy on the Attack Armour thanks to ratios on passive and Secrets of the Forest helping against incoming Power Damage, but it's still better to get Power Armour if that is what is doing you harm.

Robin

Make sure you know how much damage Vault Kick does (without needing to trigger the This Guy! effect) - many skilled Robins save enemies while trying to execute them. His kit is great for tying up an enemy derp engaging his backline, though he can also use his mobility to play somewhat like an assassin. Remember that your ultimate grants a significant buff at higher ranks, and that you need to hit twice to get the full strength slow from W. As slows combine poorly, it is not recommended to get Lobo's on Robin.

Shazam

Whereas Atomic Green Lantern and Doomsday are bruisers with excellent scaling, Shazam's innate scaling is very weak. His kit compensates for this by letting him dictate trades with Speed of Mercury and use Lightning Field for kiting melees and generally slowing enemies. He tends to do well peeling for his backline until an enemy squishy is vulnerable to execution by his full combo, and can put out good damage and be fairly bulky with a lot of itemised Power Damage.

Sinestro

Sinestro is quite good at winning trades he initiates, especially with high ranks in passive and should try to do so if he has adequate resources in reserve, even against multiple enemies so long as he has backup. Remember that Fear Incarnate will stop at the targeted location rather than keep going like most other skillshots, so be precise with the aim. There are currently some issues where he seems to double cast E quite often. Keep using skills while backing off as with other blasters, you may well do enough damage that you can turn on the enemy.

Star Sapphire

Star Sapphire is often considered a difficult champion. She isn't. Just rank the passive, and focus on using each skill to its best effect - Q, preferably while the predator is close, to do aoe damage. W when enemies are near the predator or they are near you and the predator isn't, and E to leash multiple enemies or an enemy to the predator. If there are multiple enemies to leash it's often preferable to E before Q so you don't lose damage from binding an enemy to the Predator. Pretty much the most embarrassing mistake is to Harvest multiple enemies right before your Manifest, rather than doing it the other way around so the Predator stays among the enemies.

Re: Mega Champion Guide Supplement

Supergirl

Supergirl's CC is not as foolproof as Shazam's, but she does more damage and has reliable CC and good mobility. Her kit is good for peel and chase, though possibly not as good as Superman's. Try to follow both W and R up with an auto+Q for burst, waiting for Q to come back up if need be. Her bot lane relies on landing W for quick trades and controlling the health shrine, as she doesn't have the bulk of other bruisers. The passive gains disappointingly little when ranked, and will do maybe a couple hundred true damage over the course of a game. (Out of tens of thousands total damage.)

Superman

Protect your allies! Superman's kit is fantastic for this, he can get away with relatively little damage itemisation early game, but to scale into late game he will need damage, as he's not a proper tank. Both crit and onhits (not Psi Scimitar) work well with the flurry of attacks he can deliver with Kryptonian Might. Rank W for area of effect damage with a deceptively long range and generally better CC, or E for burst. W is quite easy to miss at close quarters against a moving target, though, and careless use of Heat Vision will save enemies your team is trying to chase down unless you can execute them. Cooldown Reduction is quite strong on Superman, but difficult to itemise.

Mecha Superman

Mecha Superman, in theory, has amazing CC from Sunstone Eruption alone - 1 second of knockup every 3.6 seconds. To achieve this you need to be careful not to blow up your Sunstones with Drill Attack unless you can generate them with Terraformer. The mere threat of such sustained CC is usually sufficient to keep enemies on the move, though. Fissure is wide enough to block off quite a few corridors, it is important to know which mobility skills can cross it and which cannot. In particular, no marksman escape can cross the wall. Mecha Superman's scaling is good - he joins Atomic Green Lantern and Wonder Woman in the selection of will-using Power Damage melees who scale with Health and Power Damage, and benefit greatly from Cooldown Reduction.

Nightmare Superman

Nightmare Superman is no longer the last word in teamfight control after recent changes to his Vortex and other skills. Now he excels in poke with Q and short trades (particularly 2v2) with the burst double shield on Siphon/Infuse, unless you are significantly advantaged or the enemy is not fighting back it's best to kite away after E is down. Infuse is generally a better option than Siphon if you can get in range of an enemy to use it. The delay on Vortex now means that it works better leading enemies a bit more than it used to be used, or comboed off another CC ability.

Wonder Woman

With cooldown reduction, Wonder Woman is an amazing duellist until she runs out of Will, with good damage and very frequent stuns. Make sure to be constantly hitting things in a teamfight, you will rack up a lot of damage as E deals both your basic attack damage and the Power Damage bonus to all nearby allies. In fact, it is possible to hit enemies who are not quite in your autoattack range with Amazonian Prowess. Also try to make sure your shield is broken promptly so you can keep stunning. The cooldown refresh on Protection is so strong that it is possible for Wonder Woman to use her ultimate twice in a prolonged fight.

Atomic Wonder Woman

Atomic Wonder Woman, rather like Gaslight Catwoman, is an autoattacking melee champion who trades durability for mobility. Revved Vault actually grants good damage, but it is best to save Vault to escape or chase, especially if you can engage in a fight without it. It is often best to use Vault to initiate a trade in lane with a blaster though (often you can just walk up to marksmen or force them to use their escape). Reclaimer is often used to get to a fight quickly, and if you're needed in a fight this is the best use. If you're already there though it's best used to refill Rev and reposition during the fight, or in some cases to execute a target who is low. Reclaimer will clear all Traps you run through for no negative effects on yourself. It is easiest to land Savage Sweep if you come at the enemy or enemies from the side.

Mecha Wonder Woman

Mecha Wonder Woman's steroids, Implacable Judgment and Celerity, are easy to access and hard to mess up - she just needs to autoattack a target. Celerity has a long (five second prior to extensions) duration and is the best attack speed steroid available (Reverb caps at 50%, Cascade at 40%). Remember Q, as a skillshot, has a longer effective range while you are kiting away. Tempest is pretty optional to use, the first rank is quite weak but latter ranks are quite strong. It's not as good as autoattack DPS for duelling, especially as it will not trigger Attack Lifesteal.

Zatanna

Playing Zatanna always seems to involve a great deal of running - ahead to position Skewers and Punish aggressively, and away when enemies turn on you and try to chase you down. Be a Rabbit has a low cooldown and can often be used multiple times a fight at high ranks - use it when enemies commit and preferably not when they try to run away, as they will just keep running. Dazzle has a surprisingly long range, and can be targeted, making it easy for Zatanna to pick out a specific enemy. As all her CC is single-target, Zatanna prefers to use her mobility to help her team gank isolated enemies, whereas other controllers, while effective at ganking, prefer to bring their utility to larger teamfights.

Re: Mega Champion Guide Supplement

The below is out of date from before the September patch. The updated version is here: https://docs.google.com/document/d/1yp0a4ZsMHXOGfPU2dHTZMZPZ2xVCNl6Z2FrSpz8WQVI/edit?usp=sharing

Though there are many iterations of build orders and itemization orders, augmentations, and modifiers for each champion, the mega guide is exactly that. It is a very well written guide to how a champion behaves and the champion's initiation/engagement/disengagement ability and role. For those that are looking at a simple build guide: Item 1 then item 2, then item 3, then item 4 etc., I highly suggest you read this mega guide first. THEN compare the synopsis of the champion you are working on with an item guide based on Volandum's mega guide and the champion role style. I think this guide is a major component to understanding WHY one would use item A then item B then item C.
Though, this guide doesn't necessarily give you every skill that is leveled in every order and every item to use, it does give you and explanation of certain skills you need and why and certain items that have synergy with those skill. If you have played with or versus Volandum in a match, you will know why its worth taking a look at these guides.
This was a lot of work - thanks Vol!
+100 to the post!